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	swrasterizer/proctex: Take regs and state by const reference
Avoids unnecessarily copying 512 bytes and 3584 bytes upon every invocation.
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					 2 changed files with 3 additions and 3 deletions
				
			
		|  | @ -45,7 +45,7 @@ static float NoiseRand2D(unsigned int x, unsigned int y) { | |||
|     return -1.0f + v2 * 2.0f / 15.0f; | ||||
| } | ||||
| 
 | ||||
| static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) { | ||||
| static float NoiseCoef(float u, float v, const TexturingRegs& regs, const State::ProcTex& state) { | ||||
|     const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(); | ||||
|     const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(); | ||||
|     const float phase_u = float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(); | ||||
|  | @ -154,7 +154,7 @@ static float CombineAndMap(float u, float v, ProcTexCombiner combiner, | |||
|     return LookupLUT(map_table, f); | ||||
| } | ||||
| 
 | ||||
| Common::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state) { | ||||
| Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const State::ProcTex& state) { | ||||
|     u = std::abs(u); | ||||
|     v = std::abs(v); | ||||
| 
 | ||||
|  |  | |||
|  | @ -9,6 +9,6 @@ | |||
| namespace Pica::Rasterizer { | ||||
| 
 | ||||
| /// Generates procedural texture color for the given coordinates
 | ||||
| Common::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state); | ||||
| Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const State::ProcTex& state); | ||||
| 
 | ||||
| } // namespace Pica::Rasterizer
 | ||||
|  |  | |||
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